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stoicsentry: It worked out well for the Black Brigade's game, I like what it does... very interesting. You move and then have to see where you are after the move. Will you be in range? Who knows?

What do you think of the other aspects of the turn order (as posted above)?
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dr.zli: I finaly had enough time to read through it all and I like it. Rules are not too complex to spoil the fun for you but they are at the same time interesting and offer rich gameplay for a forum game :D
I will update my char asap and join the fun
Ok. I'm going to make a "level up" thread to make sure everyone is on the same page with it.
The turn order looks very good.
I'm only concerned with Coat with Poison and Soak with Poison, 25% is too little to even try this skill and it was much more useful the way it was in the 2nd game of Wanderers vs Blue Team. What if it should be change like it does 1d3 damage for 2 turns (it would be rolled only once the turn of the attack and would work for the two next turns) and Soak with Poison would have it for 3 turns instead of 2. Although if you don't like the idea, I think the recent setting was better.

Edit: Oh, and why Sage's ability to create a 10HP potion is still minor? Shouldn't be called Craft Healing Potion?
Edit2: I need some clarifying for the subclasses. If you lose all the skills you had previously when you choose a subclass, then it's not worth to take any subclass at all, it doesn't make any sense.
Post edited June 17, 2011 by fexen
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fexen: The turn order looks very good.
I'm only concerned with Coat with Poison and Soak with Poison, 25% is too little to even try this skill and it was much more useful the way it was in the 2nd game of Wanderers vs Blue Team. What if it should be change like it does 1d3 damage for 2 turns (it would be rolled only once the turn of the attack and would work for the two next turns) and Soak with Poison would have it for 3 turns instead of 2. Although if you don't like the idea, I think the recent setting was better.

Edit: Oh, and why Sage's ability to create a 10HP potion is still minor? Shouldn't be called Craft Healing Potion?
Edit2: I need some clarifying for the subclasses. If you lose all the skills you had previously when you choose a subclass, then it's not worth to take any subclass at all, it doesn't make any sense.
As to your other suggestions, I will get back to you on them shortly.

Specifically with regards to edit 2, you do NOT lose the skills you previously had when selecting a subclass. You retain access to all level 1 skills of your original class, and can still select new uses for level 1 skills even as you begin to pick subclass skills.

Further, additional subclass skills will be added in the future.

The only way thing the subclasses change is: which of the new skills you can pick, how cheap or expensive they are, and the max uses you get for each. Choosing a subclass means you are confined to higher level skills of that subclass, BUT you can pick more of those skills AND you earn new uses faster.
Post edited June 17, 2011 by stoicsentry
Thanks for solving it out.
Another question - why Sage has +1 damage modifier to blunt weapons and -1 to non-blunt. Is it made so that it won't be too powerful? I understand Cleric would use a mace, but why a Sage can't use a ranged weapon without a penalty?
Post edited June 17, 2011 by fexen
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fexen: Thanks for solving it out.
Another question - why Sage has +1 damage modifier to blunt weapons and -1 to non-blunt. Is it made so that it won't be too powerful? I understand Cleric would use a mace, but why a Sage can't use a ranged weapon without a penalty?
Changed to:
Cleric: +2 blunt, -2 non-blunt
Sage: +1 blunt

So no penalty for ranged with Sage, but larger blunt bonus for Cleric.

Level 3 Sage spell changed to "Craft Healing Potion"

Soak in Poison/Coat in Poison changed to succeed is now boosted to 33%. Note that the poison modifies the attack you would deal normally. So you attack as you would normally, THEN have a 33% chance of poisoning the enemy on top of that.

Level 1 Warrior skill "Rage" improved again from +5 attack to +6 attack. The HP cost rose from 2 to 3. However, you only lose the 3HP if the attack successfully lands. If it is blocked/dodged, you don't lose the life.
Post edited June 17, 2011 by stoicsentry
Got some more balancing ideas on the abilities.

First of all, I would like to ask again if it would be possible to make Tank (and now also Fortitude) so that only the team that used it and you, Stoic, would know on which target it was used. You would just announce that a warrior used Tank or Fortitude.

Every ability where there is 20% chance of success, I think should be upgraded to 25%, investing in an ability that works one in five times is not a wise idea, one in fourth sounds more sensible. This would apply to Controlled Rage, Shield Bash (this is actually doing the damage too, so maybe no need for the upgrade), Confusion and Propaganda.

Blood Frenzy looks very powerful, but not if it's only 40% chance of it succeeding, there will be rarely an occassion when a warrior will have less than 10 HP, because the team attacking a warrior will try to kill him in one turn if he has 20 HP or less. I guess the ability should either always work with a limit of about 10 damage, or the chance would be about 75%.

Summon Scurry should be able to be used before move step (or squirrels couldn't be targeted for the 1st turn after summoning) because they would be an easy target with only 5HP and the ability to deal 5 damage.

Also a question, will every character after level up have more HP? If yes, won't 6-sided dices do too little damage? Maybe we should switch to d8 dices?
Post edited June 17, 2011 by fexen
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fexen: Got some more balancing ideas on the abilities.

First of all, I would like to ask again if it would be possible to make Tank (and now also Fortitude) so that only the team that used it and you, Stoic, would know on which target it was used. You would just announce that a warrior used Tank or Fortitude.

Every ability where there is 20% chance of success, I think should be upgraded to 25%, investing in an ability that works one in five times is not a wise idea, one in fourth sounds more sensible. This would apply to Controlled Rage, Shield Bash (this is actually doing the damage too, so maybe no need for the upgrade), Confusion and Propaganda.

Blood Frenzy looks very powerful, but not if it's only 40% chance of it succeeding, there will be rarely an occassion when a warrior will have less than 10 HP, because the team attacking a warrior will try to kill him in one turn if he has 20 HP or less. I guess the ability should either always work with a limit of about 10 damage, or the chance would be about 75%.

Summon Scurry should be able to be used before move step (or squirrels couldn't be targeted for the 1st turn after summoning) because they would be an easy target with only 5HP and the ability to deal 5 damage.

Also a question, will every character after level up have more HP? If yes, won't 6-sided dices do too little damage? Maybe we should switch to d8 dices?
1. Tank can be changed as such. I feel it would be appropriate then to raise the HP surrendered to 4, because non-declaration of the target is a significant increase in power.

2. Confusion raised to 33%

3. Propaganda raised to 25%. I do not want to go much further than this, since Propaganda is INSANE. (You can basically steal a potion/item, stop them from attacking you, AND have them deal their damage against their ally.)

4. Not giving the Scurry invulnerability, so as to avoid giving me headaches. I have, however, boosted it's HP and attack to 7 and 7 (from 5 and 5). Putting it on the battlefield basically gives you a free attack with it (use the skill BEFORE attacking) AND becomes a target to take away focus from your character.

5. Controlled Rage goes from 20 -> 30%. Double damage with a Warrior (especially the more offensive Berserker) is pretty crazy.

6. Blood Frenzy from 40 -> 50%. HP requirement moved from 10 to 15, making it more usable.

7. I'm fine with Shield Bash. It's a good "evergreen" ability because damage is based on your level. The stun chance is just a nice bonus.

8. HP/Damage: also, we're introducing armor, which reduces the damage from each physical attack, so that is a concern too. However, so that you can customize your character, each character gains a combination of attack value and/or HP when they level up. Additionally, in the future, weapons will be strong and will modify dice roll. Items (such as the gauntlets) also increase attack value. More, some new subclasses also modify dice rolls.
I like the changes.
Speaking of gauntles, what kind of damage do they modify? Every type? The one that comes from the weapons or only meele weapons?

Edit: Will you tell us how much money we got to spend and what kind of weapons we looted?
Post edited June 17, 2011 by fexen
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fexen: I like the changes.
Speaking of gauntles, what kind of damage do they modify? Every type? The one that comes from the weapons or only meele weapons?

Edit: Will you tell us how much money we got to spend and what kind of weapons we looted?
Thanks for asking. Melee damage only right now. I should probably add some kind of gloves to the store that could increase missile damage, yes?
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fexen: I like the changes.
Speaking of gauntles, what kind of damage do they modify? Every type? The one that comes from the weapons or only meele weapons?

Edit: Will you tell us how much money we got to spend and what kind of weapons we looted?
Yes, I will! When I make the store thread, I'll do that. I'll be sure all the choices are clear and understood. I will also be tracking each of your inventories and gold.

I'll make the thread for the store and for leveling up tonight or tomorrow. (my tonight or tomorrow, I mean.. heh)
Post edited June 17, 2011 by stoicsentry
In case someone missed the new topic, link:
http://www.gog.com/en/forum/general/adventures_in_vue_level_up_discussion